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build/three.js

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build/three.min.js

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docs/api/core/BufferGeometry.html

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Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
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</div>
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<h3>[method:null computeOffsets] ( [page:Integer size] )</h3>
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<div>
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Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
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This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
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WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
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size - Defaults to 65535 or 4294967296 if extension OES_element_index_uint supported, but allows for larger or smaller chunks.
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</div>
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<h3>[method:null merge]( [page:BufferGeometry bufferGeometry], [page:Integer offset] )</h3>
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<div>
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Merge in another BufferGeometry with an optional offset of where to start merging in.

docs/api/core/Uniform.html

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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../" />
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<script src="list.js"></script>
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<div class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
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</div>
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<h3>Example</h3>
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<p>
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When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
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</p>
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<code>
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uniforms: {
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time: { value: 1.0 },
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resolution: new THREE.Uniform(new THREE.Vector2())
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}
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</code>
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<h3>Uniform types</h3>
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<p>
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Each uniform must have a *value* property. The type of the value must correspond to the type of the uniform variable in the GLSL code as specified for the primitive GLSL types in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive type must either be specified as an array of the corresponding THREE objects or as a flat array containing the data of all the objects. In other words; GLSL primitives in arrays must not be represented by arrays. This rule does not apply transitively. An array of *vec2* arrays, each with a length of five vectors, must be an array of arrays, of either five *THREE.Vector2* objects or ten *number*s.
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</p>
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<table>
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<caption><a id="uniform-types">Uniform types</a></caption>
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<thead>
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<tr>
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<th>GLSL type</th>
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<th>JavaScript type</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>int</td>
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<td>[page:Number]</td>
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</tr>
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<tr>
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<td>float</td>
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<td>[page:Number]</td>
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</tr>
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<tr>
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<td>bool</td>
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<td>[page:Boolean]</td>
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</tr>
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<tr>
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<td>bool</td>
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<td>[page:Number]</td>
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</tr>
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<tr>
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<td>vec2</td>
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<td>[page:Vector2 THREE.Vector2]</td>
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</tr>
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<tr>
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<td>vec2</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>vec2</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>vec3</td>
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<td>[page:Vector3 THREE.Vector3]</td>
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</tr>
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<tr>
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<td>vec3</td>
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<td>[page:Color THREE.Color]</td>
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</tr>
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<tr>
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<td>vec3</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>vec3</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>vec4</td>
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<td>[page:Vector4 THREE.Vector4]</td>
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</tr>
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<tr>
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<td>vec4</td>
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<td>[page:Quaternion THREE.Quaternion]</td>
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</tr>
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<tr>
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<td>vec4</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>vec4</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>mat2</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</td>
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<tr>
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<td>mat2</td>
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<td>[page:Array Array] (*)</td>
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</td>
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<tr>
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<td>mat3</td>
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<td>[page:Matrix3 THREE.Matrix3]</td>
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</tr>
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<tr>
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<td>mat3</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>mat3</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>mat4</td>
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<td>[page:Matrix3 THREE.Matrix4]</td>
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</tr>
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<tr>
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<td>mat4</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>mat4</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>ivec2, bvec2</td>
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<td>[page:Float32Array Float32Array] (*)</td>
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</tr>
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<tr>
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<td>ivec2, bvec2</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>ivec3, bvec3</td>
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<td>[page:Int32Array Int32Array] (*)</td>
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</tr>
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<tr>
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<td>ivec3, bvec3</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>ivec4, bvec4</td>
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<td>[page:Int32Array Int32Array] (*)</td>
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</tr>
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<tr>
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<td>ivec4, bvec4</td>
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<td>[page:Array Array] (*)</td>
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</tr>
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<tr>
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<td>sampler2D</td>
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<td>[page:Texture THREE.Texture]</td>
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</tr>
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<tr>
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<td>samplerCube</td>
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<td>[page:CubeTexture THREE.CubeTexture]</tr>
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</tr>
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</tbody>
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</table>
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</p>
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<p>
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(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
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</p>
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<h2>Constructor</h2>
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<h3>[name]( [page:Object value] )</h3>
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<div>
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value -- An object containing the value to set up the uniform. It's type must be one of the Uniform Types described above.
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</div>
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<h2>Properties</h2>
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<h3>[property:Object value]</h3>
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<div>
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Current value of the uniform.
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</div>
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<h3>[property:Boolean dynamic]</h3>
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<div>
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Sets wether this uniform is updated at each render call when used by a renderer.
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You must set this attribute by calling [page:.onUpdate].
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</div>
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<h2>Methods</h2>
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<h3>[method:Uniform onUpdate]( [page:Function callback] ) [page:Uniform this]</h3>
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<div>
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Set the callback function to update this uniform at each render call. The callback has two optional parameters :
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<ul>
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<li>[page:Object object] : The current object associated to the [page:Material] using this [page:Uniform]</li>
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<li>[page:Camera camera] : The current camera used by the current [page:WebGLRenderer]</li>
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</ul>
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>

docs/api/extras/helpers/EdgesHelper.html

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docs/api/extras/helpers/WireframeHelper.html

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